godot/doc/classes/Particles.xml
Rémi Verschelde 542489a866 DocData: Re-expose parametric setters and getters
Setters and getters have been hidden from the documentation when the matching
properties have been exposed, but some of them are parametric and require the
name or index of a given parameter to be used. So they need to be properly
documented with the type and name of the arguments they take.

For example, CPUParticles' `set_param(Parameter param, float value)`.
2019-07-04 14:08:16 +02:00

121 lines
6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles" inherits="GeometryInstance" category="Core" version="3.2">
<brief_description>
3D particle emitter.
</brief_description>
<description>
3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate.
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials>
<methods>
<method name="capture_aabb" qualifiers="const">
<return type="AABB">
</return>
<description>
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
</description>
</method>
<method name="get_draw_pass_mesh" qualifiers="const">
<return type="Mesh">
</return>
<argument index="0" name="pass" type="int">
</argument>
<description>
</description>
</method>
<method name="restart">
<return type="void">
</return>
<description>
Restarts the particle emission, clearing existing particles.
</description>
</method>
<method name="set_draw_pass_mesh">
<return type="void">
</return>
<argument index="0" name="pass" type="int">
</argument>
<argument index="1" name="mesh" type="Mesh">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
Number of particles to emit.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
Particle draw order. Uses [code]DRAW_ORDER_*[/code] values.
</member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh" default="null">
[Mesh] that is drawn for the first draw pass.
</member>
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the second draw pass.
</member>
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the third draw pass.
</member>
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the fourth draw pass.
</member>
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
The number of draw passes when rendering particles.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only [code]amount[/code] particles will be emitted.
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material" default="null">
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission randomness ratio.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active.
</member>
</members>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
<constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
Particles are drawn in order of depth.
</constant>
<constant name="MAX_DRAW_PASSES" value="4">
Maximum number of draw passes supported.
</constant>
</constants>
</class>